Super interested in the mechanics

By Leowulf, in Runewars Miniatures Game

Ex-GW Fantasy player and have studied game design:

Just super excited about the mechanics in this game. Xwing and Armada have blown me away and among other things, really shown me how terrible the 40k and Fantasy (and Sigmar) rules are in terms of ease of play, barrier to entry, balance, play time, immersion and interactivity (I guess you could say, everything apart from depth, those games DO have depth, even if it's ultimately undermined by other factors and a contributor to the clutter).

Have recently been getting back into 40k and oh man I have so many ideas I want to try and apply to the game.

I can't wait to get my hands on this game and see how it works - especially the symbol based dice system.

One of the big challenges I see with Armada's 'I activate something, you activate something' is how the system handles multiple activations on one side vs few activation on another side.

Does anyone have any more in depth info about the system?

That video has a bunch of good information, but if you have any specific questions that aren't covered there, let me know and I can try to answer them for you. :)

With Threat, you multiply the damage by the unit's threat (or front facings), does this work on just the dice rolled or all 'hits'? Some units can dial up an extra hit for their attack on the right hand dial.

I LOVE that Threat multiplies hits. Such a cool mechanic. Why do you guys think they went with that? I love that it's another reason to make rerolls (and therefore deeper ranks) super important, not only are hits compounded but blanks/undesirable dice results are compounded too. I'm not sure if I'll miss rolling buckets of dice or not though :P I first assumed threat/facings would simply double the dice.

Just theory testing the list building, please excuse some min/maxing thoughts:

I imagine the best way to take those blight archers is either multiple units of 2 blocks, or a big block of 3x2, I can't see 2x2 being that useful for it's cost.

Hmm what's better, 2 units of 2x1 would get two sets of RB+1x2, one unit of 3x2 would get RB+1x3 but rerolls.

Seems that 2 units of 2x1 would be better if you're looking to put blights tokens on things for a follow up with some carrion lancers, but it's damage output while potentially higher is also inconsistent because of a lack of rerolls and all the blanks. Also has the advantage of redundancy.

Wheras the 3x2 block while being 3 points more, has access to the 'sergeant' upgrade slot (I think that's what it is?) which may be worth in and of itself, plus has more consistent damage, plus a slightly more consistent chance to fish for the blight if you REALLY need it by dialling in the surge and rerolling hoping for surges.

Wheras the 3x2 block while being 3 points more, has access to the 'sergeant' upgrade slot (I think that's what it is?) which may be worth in and of itself, plus has more consistent damage, plus a slightly more consistent chance to fish for the blight if you REALLY need it by dialling in the surge and rerolling hoping for surges.

First If you are talking about the reanimate archers then the points difference between 2of 2x1(36pts.) and 1 of 3x2(45pts.) is 9 points which allows you to buy(if you also run Ardus Ix'Erebus) Master crafted weapons for each of the two units. what this does is allow you to be more flexible, because now not only can you split your fire but you also have the option of adding extra damage if necessary.

Sources: https://community.fantasyflightgames.com/topic/227291-rules-cards-from-team-covenant-video/ The bottom of the first post for the upgrade cards and page 3 of the thread for a detailed look at Ardus and the archers.

https://community.fantasyflightgames.com/topic/233913-images-icons-fonts-and-random-information/ What the icons stand for.

The threat multiplies all the damage, including the extra hits dialed up as attack modifiers. One thing I just realized I didn't go over in the video is that the threat is calculated using your front facings on ranged attacks, but on melee attacks it uses the number of trays you have on the contact side. Meaning that if your front is contacting the side of the enemy formation, their threat may not be as big there, and they get no rerolls at all. If you are attacking a unit you have flanked (your front contacts their side or back) you get to add a die (either red or blue, your choice).

As for the formation for archers, I think you hit the nail on the head there. Multiple smaller groups can put down blight tokens easier, setting up mortal strikes from the lancers (and Ardus if he is close enough to a lancer). One big group will do more straight up damage, and have a slightly easier time getting shots out due to a bigger firing arc.

Thank you for the info :)

Flanking seems super strong!

On a second think about blight, it doesn't seem like a good idea to try for it on the Archers. Even after locking in a surge with the modifier dial you're less than 50% chance to actually get the blight, and you take a big hit to the damage you'll deal. Better to just go for damage and if you roll the double-surge on the Blue dice or a combo, then that's nice. Makes me think the 3x2 block is better overall for slightly more points and the larger damage pool will be more effective against armour, but it remains to be seen how effective extra activations will prove to be.

I have now consumed all the demo videos I could find - super excited to try the game. Now to hype my friends. Actually tempted to print some stuff and give it a test run! haha.

The big reason to go for blight tokens instead of straight damage would be if you plan on seeing a lot of heroes or other high defense units. The lancers and Ardus can turn those blight tokens into mortal strikes which ignore defense, making one mortal strike worth 3 damage vs Kari, and worth 4 or more vs the rune golem. So a lot of the decision will come down to what you expect to see across from you.

Thank you very much TallTonyB for your time responding to all the rules queries.

More questions if you're willing - just pondering the 'single action' nature of the game.

What happens when you 'charge' but you're already engaged?

If you select 'Attack' while not engaged (I guess representing holding for a charge) but get charged later in the phase, is your attack still wasted or do you get to 'hold it'?

Can a 'ranged attack action' be switched to a 'melee attack action' if a ranged unit is charged during the turn?

The short answer is we don't know for sure because the full rulebook was not at play, but based on everything I have seen so far, below are my thoughts:

What happens when you 'charge' but you're already engaged?

I believe you lose your action. Anticipating your opponent's move and dialing up your counter-play is the main strategy to the game. That is why moving forward as a movement, and charging forward has two different results. If you move forward into an enemy, without charging, you don't get the attack and get a panic token. If you charge and fail to reach your opponent, you get a panic token. This will create a lot of "cat and mouse" type play.

If you select 'Attack' while not engaged (I guess representing holding for a charge) but get charged later in the phase, is your attack still wasted or do you get to 'hold it'?

I suspect that it would go by initiative. If you have a better initiative and go first, your attack will be lost. One obvious place this will come into effect is when charging. Do you anticipate that a unit will move forward, putting itself into charge range, or will it shift back, trying to cause you to fall short of your charge? Note that Spearmen have two different attacks on their dial...one quicker, lighter hitting one (initiative 3) and one slower, harder hitting one (initiative 7)...which represents their flexibility and discipline (and gives the player options for this sort of thing).

If you want to "hold for a charge" you would pick the 7 initiative option, let your opponent charge you, and still have the counter attack when your initiative comes up. Once engaged, you would likely switch to the 3 initiative attack on the next round to clear out as many of the enemy as possible before they get to attack the second time (first being the charge). If you think about it that way, a unit of spearmen can technically hold for a charge, get charged, but have an extra hit on their die for the counter attack which can mitigate the effects of the charge, and then the next round, attack again before the enemy.

Can a 'ranged attack action' be switched to a 'melee attack action' if a ranged unit is charged during the turn?

I dont think so under the default rules. Of course, upgrades and different units may have special rules, but I think as a general matter if you try to perform an action but your opponent does something to you to stop, it, you lose it. For example, if you pick to move forward, and you get charged and engaged in combat, you lose your move action.

Edited by Oloh

Thank you for you thoughts, that all makes a hell of a lot of sense.

There's going to be some savage and nailbiting-judgement-call moments in this game in regards to movement, positioning and getting the charge!

Edited by Leowulf

I think the best part about the system is you can already see how units can leverage the two dial system to feel and play very different. For example, it wouldn't surprise me to see Latari Archers with various blue movement options on the first dial, and then have a blue ranged attack modifier on the second dial, which would allow them to play a more mobile, run and gun style. That is even before you do things like special abilities and the like that are more typical in wargames.

Agreed, that is probably my favourite part of the system. The more I look into this game the more exciting it gets.

That Latari Archers unit would not surprise me and it would be great incentive for my friend to play who loves the 'leaves in the wind' battle tactics of the Wood Elves from Warhammer. A quibble; it's also possible that they could have Shift 1 or Shift 2 the same colour as their ranged attack instead of manoeuvring (you can only go forwards with manoeuvres I believe.

I think another possibility is a heavy infantry 4x4 tray model unit which can melee attack with orange at a slow iniative but which can also +1 Defence while attacking, making them super tanky. Whether thats Daqan heavy infantry (Paladins?) or something for the Uthuk or Dwarves down the line. Would be a great battlefield 'Anchor' unit.

It seems most units can 'Armour Up' while manoeuvring. I wonder if they will introduce new actions/modifiers eventually. A combined 'boost/charge' modifier would be cool, you could have an ultra mobile unit which could 'reform' to pivot then do a charge, or a flanking unit which can blast down a flank then reform/pivot and shoot in one action, do the Uthuk in the lore have a 'Horse Archer' type unit? Actually the manoeuvring and ranged-attack-action modifier combo Oloh originally suggested for the Latari Archers would make more sense on horse archers, they wouldn't need to go backwards although they'd need a special rule so that they could fire out of side arc (and possibly have a 1x2 tray setup, as opposed to a 2x1 tray).

Question: With the modifier side of the dial, can you choose to activate that part of the 'order' first or last or is it always after? For example the Carrion Lancers can orange 'skill' or 'ranged attack' and then they have an orange 'boost 3' on the dial, Could they move forwards using the boost (to get into range, for example) then use the main action.

Oloh really nailed it all as far as I can see. He is correct that the action is lost if it comes up at the wrong time, and that's where the shifting initiative really comes into play.

As for your other questions, the action has to be taken before the modifier action can be taken. If the main action doesn't work, however, the modifier action can still happen if it is its own action. (that wording seems clunky but I think it makes sense, if it doesn't I'll try to explain better tomorrow morning when I'm less tired :) ).

There are a couple of units that can pair a defense modifier with a melee attack, the rune golem being the main one, although both Ardus and the cavalry can as well (white modifiers can be paired with any color of action).

also, it's hard to tell from the picture, but the rune golems defense modifier is "+blue runes", so always at least one, sometimes two. Meaning the golem can have up to 6 defense at times. The modifier only takes effect (affect?) after the golem activates at 5, so quicker attacks like the faster attack from the spearmen can get in before he buffs up.

The rune golems one movement is "red runes". they can be 0-2-4, so when the red runes come up 4 he can really truck across the battlefield, and even when they only come up 2 he gets the same speed as his normal move, but much earlier in the round (4 vs 8).

Oh lordy the Rune Golem is going to be monstrous. Now I know what you mean about putting Blight on him and trying to snipe him with the Carrion Lancers/Ardus!

I also just realised that the Carrion Lancers are only 15 points each. Seems like taking two and pairing them up to go hero/monster hunting seems like a valuable proposition, one to charge and one to blight. Keeping Ardus near them or visa versa also seems like a winning strategy.

Oathsworn Cavalry being able to armour up to 3 during combat actually gives them some decent staying power after the charge (seeing as this game isn't about one big break through charge, it seems, unless you've possibly softened the target unit up with morale/ranged damage beforehand)

OK new question :D
Player A has iniative. What happens if a unit from player A attacks at the same iniative as a unit from player B, but unit A wipes unit B out during it's attack. Does unit B get to attack back?

You mean like simultaneous fire in X-Wing? Good question. For that one, I'm not sure. I believe the unit is destroyed and doesn't counter, but don't quote me on that. ;)

Oh lordy the Rune Golem is going to be monstrous.

They can be. Easily my favorite unit so far. They are bastards to get into position, but once you do..... they can use thier early initiative special mixed with thier defense modifier to lock down an enemy unit for awhile. Then, on those turns when the blue runes both come up, a two wide formation suddenly has four threat....

A very good unit will be the reanimate archers

Oh lordy the Rune Golem is going to be monstrous.

They can be. Easily my favorite unit so far. They are bastards to get into position, but once you do..... they can use thier early initiative special mixed with thier defense modifier to lock down an enemy unit for awhile. Then, on those turns when the blue runes both come up, a two wide formation suddenly has four threat....

That' super cool, I'm really liking the Oathsworn Cavalry so far, love the crunching high initiative charge potential to call people's bluff!